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장선녀,선정희,박상신 보건의료산업학회 2022 보건의료산업학회지 Vol.16 No.3
Objectives: This study aimed to determine the medical care utilization characteristics of general hospital(including tertiary general hospital) outpatients with mild chronic diseases. Methods: We analyzed the data of 3,907 patients over 18 years age with mild chronic diseases from the 2018 Korea Health Panel Survey. A logistic regression analysis was performed to identify the factors relevant to the use of the general hospital in the working-aged adults and elderly age groups. Results: In the working-aged adults group, the odds of using a general hospital increased when patients were men, had the highest income level, had more chronic diseases, and always received medical cost support. In the elderly group, the odds of using a general hospital increased when the patients were men, had a college education level or higher, had a disability, had more chronic diseases, and did not exercise. Conclusions: Among outpatients with mild chronic diseases, men with more chronic diseases tended to use the general hospital more, regardless of age.
방과 후 지역아동센터 이용 아동ㆍ청소년의 자아탄력성, 사회적 지지, 주관적 안녕감이 심리적 안녕감에 미치는 영향
김정이,박영미,이지현,조은주,장선녀 한국학교보건학회 2016 韓國學校保健學會誌 Vol.29 No.3
Purpose: The purpose of this study was to investigate factors effecting the psychological well-being of adolescents who attend a community child center. Methods: The survey was conducted on 143 children attending a community child center in P city with a structured self-report questionnaire from August 20 to September 20, 2016. Data were analyzed through descriptive statistics, t-test, ANOVA, Scheffé test, Pearson's correlation coefficient, and stepwise multiple regression, using SPSS/WIN version 18.0. Results: There were significant differences in psychological well-being according to grade, one of the general characteristics of the subjects. There was a significant positive correlation between ego-resilience, social support, subjective well-being, and psychological well-being. From the multiple regression analysis, the most significant factors affecting psychological well-being were subjective well-being (β=.56) and grade division (β=.19). These variables explained 38.0% of the total variance in psychological well-being. Conclusion: Considering the results of this study, it is desirable to develop measures to increase adolescents’ subjective well-being and provide support according to grade in order to improve the psychological well-being of the adolescents attending community children centers.
지역아동센터 아동·청소년의 게임을 병합한 웃음프로그램의 효과
이지현(Ji Hyun, Lee),김상희(Sang Hee, Kim),박영미(Young Mi, Park),김정이(Jung Yee, Kim),장선녀(Sun Nyu, Chang),조은주(Eun Joo, Jo),우경미(Kyung Mi, Woo),이연향(Youn Hyang, Lee) 한국간호연구학회 2020 한국간호연구학회지 Vol.4 No.3
Purpose : The purpose of this study was to identify the effects of game-combined laughter program on ego-resilience, happiness, subjective well-being and psychological well-being among children and teenagers in community child center. Methods : This study was conducted using a non-equivalent control group pretest-posttest design. The participants were 36 children and teenagers. 16 children and teenagers is in the experimental group using game-combined laughter program during 4 weeks and 20 children and teenagers is in the control group. This program starts with a dance that can be easily followed by considering the characteristics of children and teenagers who are active and desire to achieve, then merges the games and laughter techniques with appropriate compensation depending on the results of the game to satisfy the sense of accomplishment and to repeatedly use the expression of mind through laughter. Results : The study found that ego-resilience(t=1.54, p<.001), subjective well-being(t=1.08, p=.038), and psychological well-being(t=1.22, p=.001) were statistically significant, but happiness was not statistically significant. Conclusion : Therefore, it would be necessary to use the games for children and teenagers at community child center as an arbitration that can enhance ego-resilience and well-being by continuously conducting a game-combined laughter program.